Hey.
I need a little bit of help with an entity.
Basically, I have an EFFECT, that I would like to emit out of a players head once the entity is spawned, and once the entity is deleted, the Effect stops emitting.
IS there any way I could go about this?
Thanks alot.
Is the effect looping?
[QUOTE=freemmaann;23622064]Is the effect looping?[/QUOTE]
I am unsure.
Sorry.
he means will the effect keep emitting over and over until the entity is removed or will it only emit once when it is spawn?
[QUOTE=JamesFoil;23623073]I am unsure.
Sorry.[/QUOTE]
Its not looping which makes things easy, ok this what you have to do:
If you dont want anything specific like attaching the effect to eyes/mouth you just do this to emit the effect[LUA]--getshootpos is always from head, if you want it simple, witout attaching it to the heads bone do this
local effectdata = EffectData()
effectdata:SetAngle(self.Owner:GetAimVector())
effectdata:SetOrigin(self.Owner:GetShootPos())
effectdata:SetEntity(self.Owner)
util.Effect("<<Effect name>>", effectdata)[/LUA]If you dont like where its comming from adjust it the pos by: [CODE]effectdata:SetOrigin(self.Owner:GetShootPos()<<+ self.Owner:GetRight()* << ammount you want it to go right>>) also there are GetForward/GetUp.
Forget the above... Just use this:[LUA] local effectdata = EffectData()
effectdata:SetOrigin(self:GetOwner():GetAttachment(self:GetOwner():LookupAttachment("anim_attachment_head")).Pos)
effectdata:SetAngle(self:GetOwner():GetAttachment(self:GetOwner():LookupAttachment("anim_attachment_head")).Ang)
effectdata:SetEntity(self:GetOwner())
effectdata:SetAttachment(self:GetOwner():LookupAttachment("anim_attachment_head"))
util.Effect("<<Effect name>>", effectdata)[/LUA]
[QUOTE=freemmaann;23633879]Its not looping which makes things easy, ok this what you have to do:
If you dont want anything specific like attaching the effect to eyes/mouth you just do this to emit the effect[LUA]--getshootpos is always from head, if you want it simple, witout attaching it to the heads bone do this
local effectdata = EffectData()
effectdata:SetAngle(self.Owner:GetAimVector())
effectdata:SetOrigin(self.Owner:GetShootPos())
effectdata:SetEntity(self.Owner)
util.Effect("<<Effect name>>", effectdata)[/LUA]If you dont like where its comming from adjust it the pos by: [CODE]effectdata:SetOrigin(self.Owner:GetShootPos()<<+ self.Owner:GetRight()* << ammount you want it to go right>>) [/code] also there are GetForward/GetUp.[/QUOTE]
Thanks for the help, but will you be willing to do me a favour and show me how to make this an Entity, like I said before. I am not so smart with the Lua language. :) Thanks alot.
Hm, I tried a little, but now it's giving me an error.
init.lua:6: attempt to index field 'Owner' (a nil value)
[code]effectdata:SetEntity(self.Owner)[/code]
[QUOTE=JamesFoil;23645954]Hm, I tried a little, but now it's giving me an error.
init.lua:6: attempt to index field 'Owner' (a nil value)
[code]effectdata:SetEntity(self.Owner)[/code][/QUOTE]
self.Owner is the player you want to asign the effect to. Its just an example.
[editline]11:46PM[/editline]
[QUOTE=JamesFoil;23637769]Thanks for the help, but will you be willing to do me a favour and show me how to make this an Entity, like I said before. I am not so smart with the Lua language. :) Thanks alot.[/QUOTE]
Sure, just show me the code of the entity you have now and ill implement it.
The only code I had in the init file, was the code you posted.
Like before, I'm really new to lua, sorry.
..How the heck did i manage to accidentally post in another thread O.o... anyway ignore this.
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